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Eric Hindley wrote:
Yea but those are generally used for items that are essentially the same as each other with a slight variance. Feather Tokens and Iuon Stones are a class of item with specific sub-items. The ones that I have been seeing (mostly) don't hold to that ![]()
After looking through some of the books (namely UM and UC), it has occurred to my group that PF has pretty much given up on being a fantasy game and just gone "screw it, let's go Steampunk". Especially after UC. I mean, just look at the picture of the Spellslinger Wizard... Not that this is a bad thing, just an observation and a thread to see if anyone else has noticed this and what people's thoughts are on it. Personally, I quite like it. ![]()
I think I like Red Leaf's spell ideas. Thanks branche for pointing out the "all cure or inflict" clause, I'd forgotten that. Knowing the other players there is a very good chance that we have a cleric somewhere in the party so I'll be playing more of a controller than buffer/healer. I really need to get my hands on this Inner Sea thing, I keep seeing it crop up in discussions here with some cool stuff. Lacking getting that I'm thinking of getting Haunted for my curse, mostly for fluff. I don't want deaf, again for fluff, my reasoning behind disguise and bluff is that while he believes that necromancy isn't evil, he does understand that some people are against so I'll be disguising my undead and telling people "no, they are just faithful servants who have taken a vow of silence" and deaf makes it very hard to hear when the angry mob is coming at me. ![]()
I can't see any reason why those spells wouldn't heal the stuff described. Is there any difference between me getting my hand cut off for stealing that me cutting it off myself for some odd reason? Unless you want to claim that there is some magical or divine reason to prevent them from working it should be fine. Of course I would be very tempted to rule that if a class/item requires scarring etc that if the scars are removed the character loses any class features from that class or the item stops working (you would have to allow a save to resist any healing spells that tried to heal the scars if the character was unwilling) Edit: I was thinking more along the lines of Restoration than Cure/Regen... Once any HP damage is healed I don't think Cure light etc can do anything about lasting results such as scars. The rest of my post remains valid for Restoration etc (although that is just my opinion, not RAW) ![]()
So we're starting up a new campaign and I'm planning on playing a Necromancer. Before I go on I'm going to say that the DM has approved this for the game and I'm planning on play LN (character believes strongly that necromancy is not inherently evil etc etc etc) so I'm not looking for RP or moral discussions, this thread is purely for mechanics. Game is 15pt buy using pretty much any official PF material but no 3rd party or 3.5e. I currently have access to Core,APG,UC and UM as well as Bestiary 1 and 2 if I feel like being a strange race (unlikely but possible) and we start at third level For a start, I'm thinking Human/Oracle (haunted/bones). Taking Heart of the Wilderness instead of Skilled.
For skills I'm thinking Disguise, Bluff, Knowledge (planes and religion) For feats I'll probably take Toughness and Extra Mystery at level 1. Not sure about level 3 For mysteries Raise the Dead and Undead Servitude seem like obvious ones for level 1 (or for 1 and 3 if I don't end up with extra mystery). Not sure about the third one but maybe Death's Touch for the bonus healing on my minion Spells are where I'm having difficulty. For 0th level I'm thinking Create Water, Guidance, Light, Read Magic and either Stabilize(for function) or Bleed(for fluff). For level 1 Inflict Light Wounds is obvious and Cause Fear is a bonus from Bones but I have no idea what to do with the other two that I can pick. Ideas here are especially appreciated My thanks to anyone who reads through this and helps out ![]()
Also remember that (assuming that you can take the "use a crossbow one handed penalty" to drop a larger crossbow to a one handed weapon for its size and the use two hands) that if you enlarge yourself you could use a crossbow the next size up by taking -1(large) -1(dex) -2(oversized) -4(two handed weapon in one hand) so after enlarging, you can theoretically shoot a 3d8 crossbow at a -8 penalty ![]()
I see what you did there Also, out of interest, which parts are actually against RAW? I'm guessing that all of issue 1 forbids it and that the last half of issue 2 (one giving returning and the other reliable) but what about the first half of #2 where one replacement is just an extra restriction that doesn't conflict with the other archetype? ![]()
Is it possible to combine the Holy Gun and Divine Hunter archetypes? I'm questioning this for two reasons
I suspect the answer is "RAW says no but because they are so similar, ask your DM, he might say OK" ![]()
DMing Rise of the Runelords atm and after a few resurrections we have a Duergar Fighter. After breaking through the front gate of a goblin fort she decided to scout the layout of the building by scaling one of the towers, a fairly easy climb with some decent climbing gear. After slipping down the stairs she hears some goblins in the corridor on the other side of the door and an idea forms. The fighter goes back upstairs and points out that she still has Enlarge Person activated and asks how sturdy the roof looks... I rule that it's goblin construction and pretty crummy. A bit of conversation about options later and because of coolness factor I let this happen with a few rolls for jumping etc and the fighter hurls herself off the tower at the roof of the low building falling with the force of an enlarged dwarf directly on top of the frail bodies of two goblins instagibbing both of them with a mighty SPLAT It occurs to me that murdering goblins in odd ways is a staple of my games. I've also had goblins get killed by being convinced to try to jump over a huge pit. The monk that was scouting ahead saw a group of about 40 goblins and ran back to the group vaulting over the pit with the ease of a well trained monk. The group starts taunting the goblins "If we can do it so can you" and "come at me bro". I get the entire group to make bluff checks. Three of them roll 20's and one rolls a 1. Three quarters of the goblin hurl themselves to their deaths pretending to be monks ![]()
By RAW I'm pretty sure it is destroyed but I'll let someone else be more definitive about it than I can be. My personal ruling would be that a character can make a perception check to recover lost ammo with the DC being based on the environment. In an otherwise empty room it would be a low DC like 5 but in an open plain with knee high grass it would be much higher ![]()
Talonhawke wrote:
So hypothetically, if I found a creature that had a breath weapon that could be use every round and did 1d4 damage and another creature that could use a breath weapon once every 10 rounds but it did 20d6 damage. If I transformed into the 1d4 damage every round monster for a single round and then back to the 20d6 damage once, I could now use its breath weapon every round since that is the lowest recharge of the forms I have used? I would still rule that the recharge is based on the form used. Going back to my hypothetical this means that I could use the 1d4 form, then transform and use the 20d6 immediately afterwards but I would then need to wait 10 rounds to use any breath weapon from any other form even if I switched back to the 1d4 creature. ![]()
I have to agree with the "recharge roll sticks" people. If you use a breath weapon, you cannot use any other breath weapon until the recharge timer ends. Ravingdork wrote: What do you do about different forms that have different recharge rates? That would seem to imply that you HAVE to track them separately. (Just playing Devil's advocate.) I would say that if you are in a form that requires 1d4 rounds to recharge, you roll your 1d4, at the end of that time you can use a breath weapon again no matter what form you are in. If your current form requires 3d8 rounds (just picking a stupidly high number for an example) then you have to wait the 3d8 rounds even if you go back to the first from that only had 1d4 or even another form that has no recharge ![]()
Great post Greycloak. I had thought of an atonement quest but I hadn't read far enough to see if there was a good one, I'll have to read that part in #3. As far as the reincarnation goes, I've already decided that the only penalty I'll be hitting the fighter with is the -2 Con drain and whatever race gets chosen. Fortunately I have a really good group, the fighter will be happy with almost any choice I make provided it isn't something really stupid and I think the only choice that would really clash with the group is Aasimar (the druid wanted to be one but I'd said core races only). I really like the idea of Duergar, it would mitigate the con drain and (if I'm reading reincarnate right) the +2wis -4cha would be ignored so I'm basically moving the +2str from human to +con and I know she would love the +2CMD vs trip. I'm going to have to come up with something really cool to beat that ![]()
I like the idea of going with something wrath based for the irony of it all. Going small would really just be a bit more of a cash soak and put a bit more pressure on the pally to get his own cash together so I'm not sure if that's a bad thing or not. Not to mention that small nerfs her trip a bit. Small wrathful creature is sounding good. Also, since the character was level one at death she gets the 2 point con drain instead of negative levels ![]()
Yea, I found the stuff on ability healing and atonement. Pally's going to be about 1k out of pocket (assuming the party doesn't fork out for it) I'll see if I can find the merchant wagon in the text The fighter died mostly due to some bad decisions and some good rolling (they would have been cheering to roll that well normally) I'm looking for a reincarnation that wont overpower the character (recently played in a campaign with a vampire and it wasn't a lot of fun for anyone). I also don't want anything significantly underpowered (don't really want to penalize them too much, they already had to use up most of the cash they have found). Ideally I want something that will be fun for the player and will likely cause some conflict in the group but nothing huge. I'm considering Goblin just for the villager hate... this is the big one I'm struggling with ![]()
Ok, been DMing Burnt Offerings for a few weeks now and my party of 5 (Half-Elf Druid, Dwarf Pally, Human Fighter, Half-Orc Alchemist and something Oracle) have managed to
The aftermath of all this is
My questions:
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Hmm, trust players to come up with something that is just strange enough to not be quite covered by the rules. I definitely think Stynkk got it right that the -4 for throwing a non-throwing weapon stacks with not knowing how to use it in the first place (let's face it, throwing a sword is hard if you know how to handle it, throwing it when you can't use it properly to begin with is going to be damn near impossible). I guess it's up for interpretation weather it definitively counts as an improvised weapon in that case since it never comes right out and says it but it does kind of hint at it. There's probably enough wiggle room there for it to work how I'm thinking. Thanks for the input guys. Much appreciated. ![]()
For the first two points, I'd probably end up house ruling it in since they aren't crafted to be throwing weapons I would make them improvised if they were being thrown and normal when being wielded, I might stack the penalties (-4 non-proficiency, -4 throwing something that isn't designed for it) and force the guy to take a proficiency feat in whatever weapon he plans on hurling around. Essentially makes the build a bit more specific and stops other characters doing the same stuff without taking an extra feat. Nice to get a second opinion on the RAW of it, at least now I can tell the players that it is a house-rule and not RAW if I allow it. For the third point, isn't it only a -2 for wielding an inappropriately sized weapon?
Spoiler:
Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies. I'm glad I got it right about not being able to use a large two handed weapon at all, can I just get some extra clarification on the following.
That's how I interpret the RAW, please correct me if I'm wrong here Essentially my Throw Anything Alchemist would be able to throw a Large Bastard Sword at -4(house ruled improvised throwing weapon) -4(non-proficient) -2 (inappropriate size) for a total of -10 2d8 thrown weapon
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Throw Anything (Combat)
This feat does nothing to reduce penalties for throwing oversize weapons right? eg a Human throwing a large longsword would normally suffer -4 for improvised throwing weapon and -2 for it being too big for him but if he had throw anything it would only take away the -4 for improvised not the -2 for oversized.
The reason I ask is that our previous DM ruled that our Alchemist who picked up a Giant's greataxe could throw it with no penalties resulting in him having a 3d6 ranged weapon that he wasn't proficient in with no minuses to the roll giving him a massive damage boost at the start of combat. I have a feeling that the same player is thinking about making a build specifically around throwing weapons that are bigger than he is for the campaign I'm starting up. While this is a cool idea, I'm fairly sure that there should be some restrictions floating around that weren't there last time this was done. Pretty much, the way I read the rules, a Medium Alchemist with throw anything can throw any medium sized weapon with no penalty, a large light or one handed with a -2 and a huge light weapon with a -4 penalty (assuming no range increments and no throwing into combat penalties). I'm just making sure I have this right before I start throwing rulings around
About FinloganAge 192 Height 5-ft, 7-in Weight 160 lb.
APPEARANCE: Finlogan is a wood elf of average height with short orange red hair. He wears veteran traveler's gear over hide armor and shoulders a backpack, shield, longbow and quiver. His weapon's belt carries a wooden cudgel and a sheathed longsword.
PERSONALITY: Personality Traits
1. I judge people by their actions, not their words. 2. When I set my mind to something, I follow through no matter what gets in my way. Ideal = Change Life is like the seasons, in constant change, and we must change with it. Bond I suffer awful visions of a coming disaster and will do anything to prevent it. Flaw Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. BACKGROUND:
In 1300 DR Finlogan was born in Suldanessellar in the Forest of Tethir. During his youth, he was recruited into the Emerald Enclave. His indoctrination ensured that his twofold goals became maintaining balance in the natural order and combating the forces that threaten that balance. Eventually, his dedication and fervor led him to be inducted within his local druidic circle venerating nature in all its forms, as well as the gods of the First Circle, those deities closest to the power and majesty of the natural world. When the drow destroyed his home in 1369 DR, Finlogan struck out to seek revenge on the drow and adventure with his fellow wood elven refugees.
During the next 16 levels of experience, Finlogan traveled throughout Faerun including the Underdark and Chult. He saved the existence of many nations and Faerun itself several times during the decades, in order to restore the balance. Over the most recent decade or so (since 14th level), Finlogan’s true form has been lost to most memories, except for his closest friends and oldest acquaintances, because he has developed a habit of changing his form frequently, whether animal or humanoid. And all the experimentation that could be enjoyed. He prefers male humanoid forms of average strength and above average agility, e.g. human, elf, half-elf, halfling, gnome, goblin and satyr. His armor usually becomes studded leather, while his shield distorts, too. And if he shifts to a small humanoid, his longbow shrinks to a shortbow. And his obvious valuables of diamond dust, gems & coins, appear and feel almost worthless as sand, pet rocks, and coppers. Even in his natural form, he embeds his jade circlet within his hair and his Staff of the Woodlands becomes a mace. Some of his familiar guises are the following:
While Finlogan has attained the highest rank within the Emerald Enclave as a Master of the Wild, he pretends that his guises are lower ranks, his own apprentice, or an intermediary between whomever and himself. Between Wind Walking and Transporting via Plants, he traverses Faerun quite quickly using a large network of known plant “portals.” Finlogan has seen so much that few events genuinely phase him. He enjoys taking the time to smell the roses and offering what wisdom a stranger would accept from a stranger. He carries his only material possessions. And what wealth that he has earned and not donated, he has invested in material components for his spells. Recently, the Emerald Enclave has developed a keen interest in the ongoing rebuilding efforts in Mulmaster – especially as they know that the Thayans are leading these efforts. In addition, Finlogan has been directly informed by divine agents of the First Circle that things are unfolding in the greater Moonsea region that will spell doom for the world at large, again. So, one of the many new temples of Ilmater in Mulmaster has become Finlogan’s next location to investigate.
Race Wood Elf
Initiative +3 Senses Passive Perception 21, Darkvision 60 ft ==DEFENSE==
==OFFENSE==
==STATISTICS==
==PROFICIENCIES ==
==SKILLS==
Languages Common, Elven, Sylvan, Goblin, Undercommon, Draconic & Ignan ==ABILITIES ==
Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:
Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column o f the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Ability Score Improvement or Feat
Primal Strike Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Elemental Wild Shape At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. Thousand Forms By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will. Feature = Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. ==SPELL CASTING ==
Cantrips Known = 4 Druidcraft*, Guidance*, Produce Flame*, Shillelagh, Prepared = 22 1st level spells prepared: Absorb Elements*, C-Detect Magic* ritual, C-Faerie Fire* (Dex) , Goodberry, 2nd level spells prepared: C-Healing Spirit*, C-Heat Metal (Con), 3rd level spells prepared: Dispel Magic* 4th level spells prepared: Dominate Beast*, Freedom of Movement, Stone Shape, 5th level spells prepared: C-Commune with Nature* ritual, Greater Restoration, C-Maelstrom (Str), 6th level spells prepared: Heal*, Heroes Feast, 7th level spells prepared: Plane Shift (Cha), C-Reverse Gravity, 8th level spells prepared: Feeblemind (Int), C-Tsunami*, 9th level spells prepared: Foresight, == EQUIPMENT ==
Worn
Set of traveler’s clothes – 4 lb.
Heward’s Handy Haversack – 5 lb.
Left pocket Right pocket
Central pocket
Load lb. Carrying Capacity: Str x15 = 150 lb. ADVANCEMENT:
Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. Beast Spells Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components. 19th - Elemental Adept (Fire): When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.
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